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Bite N' Smite
Overview:
Project "Bite N' Smite" is a fantasy table top 2.5D fighting game that features class and race customisation with a focus on speed, spacing and accessibility.
The game is set in a fantasy world inspired by media such as Dungeons and Dragons, Lord of the Rings and table top where instead of choosing just one fighter to play as, the player decides their class, which determines their attacks, and their race, which determines stats and specials.
Responsibilities:
- Systems Designer
- Playtesting lead
- Vision Holder
- Programming assistance
- SFX design and implementation
- Attack implementation
Contributions:
- The design of the customisation system
- The design of class and race move sets in close communication with the teams animators and programmers
- The design of game movement and controls
- The creation and upkeep of the projects Game Design Doc and System Design Doc
- Research and Design of the game's user interface
- Quality assurance and game balance lead
- Management and running of the game's playtesting sessions
- Programming and bug fixes where needed
- The design and addition of sound effects to sell the feel of combat
- The functional implementation of every attack in the game such as damage, hitboxes and knockback
Design Philosophy:
From it's inception, Project: "Bite N' Smite" was going to be a 2.5D fighting game to make best use of the composition of our team, taking advantage of our teams 2 animators and 5 artists that would allow for a game within this genre to stand out and shine among it's competitors.
To further push the game to a broader audience, our design pillars were established, being customisation, speed and accessibility. These choices were made in an attempt to bridge the gap between veteran players of the fighting game genre and allow for newcomers to find their own enjoyment and improve at the game.
Design Process:
With most of the team having limited knowledge and experience on the genre of competitive player vs player fighting games, it fell down to me to introduce the team to the fundamentals of the genre. At the same time, working with this team has also provided a strong opportunity to examine these fundamentals and truly test what is needed for this game to truly succeed from a technical standpoint. What is considered as standard in other titles is now being tested to hone down an experience that will be welcoming to new players, but still allow for the core experiences that veterans turn to the genre for.
As well as this, the setting of the game being table top fantasy has allowed for unique ideas when it comes to visualisation of mechanics and move sets that allow for a visual pop that lets players immerse themselves better into the experience. Heavy documentation and research between me and my fellow designer have been done to ensure the user experience can be as impactful as possible.
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